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Race Checkpoints / Split Times - EXPERIMENTAL
This widget records and displays checkpoint split times, speeds and distances in race mode.
Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=825648470
Installation
In the game, go to Options -> Addons -> Explore Workshop
Search for "Race Checkpoints"
Click Install
Go to Options -> Widgets
Go to "CheckpointTable" and/or "CheckpointDelta" widget and make sure the "visible" checkbox is ticked
For the addon to work the mapper has to include TriggerVolumes which display the Messages "Checkpoint 1", "Checkpoint 2", "Checkpoint 3", etc. You can try the widget on any of the maps listed below. There is 1 storage slot for each player on each map. If you want to store the checkpoints of your (or the person you just spectated) active run, type ui_checkcore_store 1 into console (can also be bound to a key) after the run is completed.
Use tips
You can scroll through recorded runs by different players by using "ui_checkcore_next 1" and "ui_checkcore_previous 1" (can be bound to keys)
If you don't like the Checkpoint messages and/or beeps you can deactive the original "Message" widget and use the "MessageQuiet" widget as replacement.
Maps with Checkpoints
Pines by Kawumm
Afterglow by Mad-Jihad
ud-ritalin5mg by donny & LULtra
Bull Straf ported by Mad-Jihad from q3df
Dam by Mad-Jihad
pornstar-slopin ported by Mad-Jihad from q3df
Settings
CheckCore - Enabled: This is needed for any Checkpoint widget to work. Only disable if you want to turn everything off.
CheckCore - Autosave faster runs: Automatically saves the newest run, if it was faster than the stored record. If you disable this you will have to store each run manually with "ui_checkcore_store 1" in console.
CheckCore - Save runs to config file: Saves recorded data to your game.cfg, so it stays persistant even if you close your game.
CheckCore - Strict checkpoint messages: If this is disabled the widget will accept every message event as a checkpoint. This will allow you to use checkpoints on maps which have a different message texts, for example "Hello! This is a checkpoint!". However it also allows for triggering a checkpoint twice or in the wrong order, and it makes it impossible to distinguish between checkpoint messages and non-checkpoint messages. So it's preferable to use checkpoints in a strict format.
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CheckpointTable - Show speeds: Display or hide movement speed.
CheckpointTable - Show distances: Display or hide move distance
CheckpointTable - Show delta times: Display or hide the current checkpoint data compared to the stored run.
CheckpointTable - Use total measurements: If this is enabled, all measurements will be taken from RACE START to active checkpoint. If this is disabled, all measurements will be taken from last checkpoint to active checkpoint.
CheckpointTable - hide during run: Hides the widget while doing your run.
How to add Checkpoints to your map
Decide where you want to have checkpoints, a good default would be narrow chokepoints of your map that everyone has to go through. Try to keep the map segments logical and not just put checkpoints in random spots. Also keep in mind that players can come up with crazy shortcuts.
Place TriggerVolumes to mark the checkpoint zones. Make sure they are big enough so people don't run past them or (rocket) jump over them.
Attach a "Message" to each TriggerVolume with the text "Checkpoint #", where # is the the number of the checkpoint in order of traversal, starting with 1. You can have 2 or more checkpoints with the same number, if you have alternative paths. Just make sure the player has to traverse the map from Checkpoint 1 to Checkpoint 2 to 3 to 4 etc. without skipping any checkpoint number
Merry Christmas!

Hi Everyone,
Well I found out about Reflex from a friend at least 4 months ago but I didn't think much of it or even look at a video for it until I saw it on steam sale and scored a 4 pack after looking at the insanely low player count on steamstats a few days ago, I thought as it's still in early dev i'll give it the benefit of the doubt and go with it as it's not expensive and I can get my friend the game as a gift and hopefully reinvigorate our competitive sides with this new game, my friend is a god at CSGO, i'm a god at TF2, and he's always complaining that I never want to play games with him as he mainly played css & csgo (2000hrs) while I whored tf2 (1700hrs)
I have a long history with video games, I was born playing quake and unreal tournament, arena shooters and fps games are my bread and butter but mind you I've not played an arena shooter for 7 years, I use to play Team Fortress 2 at a highly competitive level for years and i've still retained my prowess with the Soldier class even years after leaving the scene and game. I use to play a lot of Star Trek Elite Force Holomatch too if any of you remember that gem.
Reflex sold me with the movement mechanics (I love bunnyhopping and going as fast as i can while controlling items and dominating players with the rocket launcher) and with the sheer scale of customisation in terms of widgets, crosshairs etc, also because the rocket launcher is similar to the one in TF2 i'm having an easier time making the transition, but when it comes to the bolt rifle god damn i've got a lot of aim practice to do!
I'm loving it so far even though i have to stick to playing private games with friends as i've joined a few public servers and had players like Tripw1re wipe the floor with me

WIP.
Remake of the classic Duel/FFA map from Quake 3/Live.
Some minor changes to make the map more Relfex friendly.
Feedback would be appreciated.
http://steamcommunity.com/sharedfiles/filedetails/?id=831630434
Cheers, and enjoy.

Just a small update, thanks to Mad-Jihad for valueable feedback and everyone who is testing this as a mapper or player.
Update 1.1
- Checkpoint message now just needs to start with "Checkpoint #" (previously exactly match it). So if you like, you can put additional information in the Checkpoint message.
- ui_checkpoints_autosave cvar added. Set this to 1 and it will automatically save the newest run, if it was faster than the stored record.
- fixed the faulty line when standing inside a start brush
- switching players when spectating should reset the table now instead of undefined results.